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Question by numberkruncher · Feb 04, 2012 at 05:58 PM · shaderiosself-illumination

Mobile alternative to shader "Self Illuminated"?

Is there a mobile alternative to the "Self Illuminated" shader?

I have tried using the regular one but it performs poorly.

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Answer by numberkruncher · Feb 05, 2012 at 05:34 PM

I think that I have come up with an alternative solution. I have created my very first shader (with the help of Unity iOS ShaderLab Video Tutorials).

This shader uses vertex colours (from vertex painting in Blender) instead of separate self-illumination texture. It supports fog and a basic amount of lighting. It seems to be more efficient and I have saved the need for a texture!

 Shader "Custom/Vertex Emission" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }
  
 SubShader {
     Pass {
         Material {
             Ambient [_Color]
             Diffuse [_Color]
         }
         ColorMaterial Emission
         Lighting On
         SetTexture [_MainTex] {
             Combine texture * primary Double, texture * primary
         }
     }
 }
  
 Fallback "Mobile/VertexLit", 1
 }


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Answer by roberto_sc · Jun 08, 2013 at 03:37 AM

If you don't need the main color you can use the Unlit shader.

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